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23a:Entity token

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Revision as of 03:04, 9 May 2012 by Quietust (talk | contribs) (strange logic, but it's what the code says...)
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This article is about an older version of DF.

These tokens define entities, or civilizations, in entity_*.txt files.


Gameplay

Token Arguments Description
INDIV_CONTROLLABLE Allows the "Play Now!" option adventure mode.
CIV_CONTROLLABLE Allows fortress mode.
CREATURE creature The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.

[CREATURE:DWARF]

Placement

Token Arguments Description
MOUNTAIN_SETTLEMENTS Causes sites to be placed adjacent to mountains. Also specifies Dwarven-style caravans.
FOREST_SETTLEMENTS Causes sites to be placed in forests. Also specifies Elven-style caravans and diplomats.
PLAINS_SETTLEMENTS Causes sites to be placed in plains. Also specifies Human-style caravans and diplomats.

Flavor

Token Arguments Description
CURRENCY_BY_YEAR Causes the civ's currency to be numbered with the year it was minted.
CURRENCY
  • metal token
  • value
What kind of metals the civ uses for coin minting as well as the value of the coin.

[CURRENCY:SILVER:5]

TRANSLATION language What language raw the entity uses.
  • If an entity lacks this tag, translations appear to be drawn randomly from all translation files[Verify].

[TRANSLATION:DWARF]

CULL_SYMBOL
  • noun
  • symbol
ALL

Causes the entity to not use the words in these SYM sets. [CULL_SYMBOL:ALL:UGLY]

SELECT_SYMBOL
  • noun
  • symbol
Causes the entity to more often use these symbols in the particular SYM set.

[SELECT_SYMBOL:ALL:PEACE]

METAL_PREF Causes the entity to use only iron for weapons and armor. Without this token, the entity will randomly use copper, bronze, and iron.
STONE_PREF
WOOD_PREF Causes members to use wooden armor, shields, and weapons, as elves do.
GEM_PREF

Behavior

Token Arguments Description
AMBUSHER Sends bowmen that sneak around and shoot at straggling members of your society, possibly also accompanied by a Druid.
BABYSNATCHER Sends thieves to steal babies. Also causes sieges as population increases.
NUISANCE Sends thieves to steal items. Also makes the severity of attacks depend on the extent of thievery rather than the passage of time.
SIEGER Will start campfires and wait around at the edge of your map for a month or two, before charging.

Items and Animals Used

Token Arguments Description
AMMO item token Allows the civilization to produce the specified type of ammo.

[AMMO:ITEM_AMMO_BOLTS]

ARMOR
  • item token
  • rarity
Allows the civilization to produce the specified type of armor. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).

[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]

DIGGER item token Allows the civilization to produce the specified type of digging implement.

[DIGGER:ITEM_WEAPON_PICK]

GLOVES
  • item token
  • rarity
Allows the civilization to produce the specified type of handwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).

[GLOVES:ITEM_GLOVES_GLOVES:COMMON]

HELM
  • item token
  • rarity
Allows the civilization to produce the specified type of headgear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).

[HELM:ITEM_HELM_HELM:COMMON]

INSTRUMENT item token Allows the civilization to produce the specified musical instrument.

[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]

PANTS
  • item token
  • rarity
Allows the civilization to produce the specified type of legwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).

[PANTS:ITEM_PANTS_PANTS:COMMON]

SHIELD item token Allows the civilization to produce the specified type of shield.

[SHIELD:ITEM_SHIELD_SHIELD]

SHOES
  • item token
  • rarity
Allows the civilization to produce the specified type of footwear. Permitted rarity values are RARE and UNCOMMON (anything else is treated as COMMON).

[SHOES:ITEM_SHOES_SHOES:COMMON]

SIEGEAMMO item token Allows the civilization to produce the specified type of siege engine ammunition. In practice, this is always ballista bolts.

[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]

TOY item token Allows the civilization to produce the specified toy.

[TOY:ITEM_TOY_PUZZLEBOX]

TRAPCOMP item token Allows the civilization to produce the specified trap component.

[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]

WEAPON item token Allows the civilization to produce the specified weapon.

[WEAPON:ITEM_WEAPON_AXE_BATTLE]

USE_ANIMAL_PRODUCTS Allows the civilization to use and trade animal products - meat, fish, and leather.
USE_CAVE_ANIMALS If they don't have it, creatures with exclusively subterranean biomes are skipped.
USE_EVIL_ANIMALS Don't have it -> EVIL creatures skipped.
COMMON_DOMESTIC_MOUNT If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
COMMON_DOMESTIC_PACK If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
COMMON_DOMESTIC_PET If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
COMMON_DOMESTIC_PULL If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.
RIVER_PRODUCTS Allow civ to use river products in the goods it has available for trade.
OCEAN_PRODUCTS Allow civ to use ocean products in the goods it has available for trade.
INDOOR_FARMING Allow civ to use underground plant products in the goods it has available for trade.
OUTDOOR_FARMING Allow civ to use outdoor plant products in the goods it has available for trade.
CLOTHING Civ members will attempt to wear clothing.
SUBTERRANEAN_CLOTHING Civ members will wear things made of spider silk and other subterranean materials.
MINOR_METAL Will always use copper.

Site Type

Site types are determined in several different ways:

  • Entities with [NUISANCE] will live in Caves
  • Entities with [BABYSNATCHER will live in Dark Fortresses
  • Entities with [CIV_CONTROLLABLE] will live in Mountain Halls
  • Entities with [FOREST_SETTLEMENTS] will live in Forest Retreats
  • All other entities will live in Towns.